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* {{Exposition}}: Necessary to establish the story, but frequently kept to a minimum in works using Excuse Plots, such as being delegated to the opening of a work to quickly set up what little plot the work has just to get it out of the way.
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[[caption-width-right:256:A staple example of the Excuse Plot.]]

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[[caption-width-right:256:A staple example of the Excuse Plot.]]

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Are you tired of spending hours and hours wanting to write the next great American work? Do you just want to kick back and have the main idea set up as quickly as possible so you can get to the details, or use it to showcase the special effects or newest gimmick of the week? Wait no further; we'll show you how to do just that, with the tried and true ExcusePlot!

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Are you tired of spending hours and hours wanting to write the next great American work? Do you just want to kick back and have the main idea set up as quickly as possible so you can get to the details, or use it to showcase the special effects or newest gimmick of the week? Wait week?

Well, wait
no further; we'll show you how to do just that, with the tried and true ExcusePlot!
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[[quoteright:256:[[VideoGame/SuperMarioWorld http://static.tvtropes.org/pmwiki/pub/images/218704_super_mario_world_snes_screenshot_intro_story.png]]]]
[[caption-width-right:256:A staple example of the Excuse Plot.]]
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* LampshadeHanging: If a work is comedic and self aware, it could [[SelfDeprecation outright mock how irrelevant its own plot is for a laugh.]] For example, the first VideoGame/DonkeyKongCountry had [[FourthWallObserver Cranky Kong]] poke fun at the games very simplistic plot.

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* LampshadeHanging: If a work is comedic and self aware, it could [[SelfDeprecation outright mock how irrelevant its own plot is for a laugh.]] For example, the first VideoGame/DonkeyKongCountry ''VideoGame/DonkeyKongCountry1'' had [[FourthWallObserver Cranky Kong]] poke fun at the games very simplistic plot.
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** VideoGame/{{Doom}} co-creator Creator/JohnCarmack likewise has similar feelings about narratives in a game. Likewise, the ''Doom'' series relies on basic survival horror plots that serve as an excuse to shoot the crap out of the legions of hell.

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** VideoGame/{{Doom}} co-creator Creator/JohnCarmack likewise has similar feelings about narratives in a game. Likewise, the His own ''Doom'' series relies on basic survival horror plots that serve as an excuse to shoot the crap out of the legions of hell.
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* AllThereInTheManual: Often in older video games due to memory limitations, or as a preference in a more contemporary work, whatever plot the game has will usually be delegated to the manual, or in supplemental material like novels and comic book tie-ins. Fighting and racing video games frequently do this, even to this day.

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* AllThereInTheManual: Often in older video games due to either memory or technical limitations, or as a preference in a more contemporary work, whatever plot the game has will usually be delegated to the manual, or in supplemental material like novels and comic book tie-ins. Fighting and racing video games frequently do this, even to this day.
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* AllThereInTheManual: Often in older video games due to memory limitations, or as a preference in a more contemporary work, whatever plot the game has will usually be relegated to the manual, or in supplemental material like novels and comic book tie-ins. Fighting and racing video games frequently do this, even to this day.

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* AllThereInTheManual: Often in older video games due to memory limitations, or as a preference in a more contemporary work, whatever plot the game has will usually be relegated delegated to the manual, or in supplemental material like novels and comic book tie-ins. Fighting and racing video games frequently do this, even to this day.
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* RandomEventsPlot: This kind of story can easily overlap with an Excuse Plot.
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* ''WesternAnimation/TomAndJerry'' likewise rarely had anything resembling real stories, relying on wafer thin setups (i.e. Jerry is stealing a midnight snack, Jerry has protect work as a bodyguard for him) and vignettes to accommodate the series fast paced slapstick and pantomime.

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* ''WesternAnimation/TomAndJerry'' likewise rarely had anything resembling real stories, relying on wafer thin setups (i.e. Jerry is stealing a midnight snack, Jerry has protect Spike the Bulldog work as a bodyguard for him) and vignettes to accommodate the series fast paced slapstick and pantomime.
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-->"I don't care much about story--plot, as they call it. If you have the neatest tailored plot in the world and yet haven't personalities, living characters, you've nothing."

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-->"I -->''"I don't care much about story--plot, as they call it. If you have the neatest tailored plot in the world and yet haven't personalities, living characters, you've nothing.""''
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** Creator/CharlieChaplin, one of the most influential filmmakers and actors in history, who made whole movies by trial and error, only using some pre-planning on his features, said that he didn't worry about the story, knowing it would naturally grow out of the characters.
-->"I don't care much about story--plot, as they call it. If you have the neatest tailored plot in the world and yet haven't personalities, living characters, you've nothing."
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* WesternAnimation/TomAndJerry likewise rarely had anything resembling real stories, relying on wafer thin setups (i.e. Jerry is stealing a midnight snack, Jerry has protect work as a bodyguard for him) and vignettes to accommodate the series fast paced slapstick and pantomime.
* WesternAnimation/BettyBoop is an example of a cartoon series that prominently relies on the excuse plot. The films were structured like surrealistic music videos with gags and sex appeal sandwiched in.

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* WesternAnimation/TomAndJerry ''WesternAnimation/TomAndJerry'' likewise rarely had anything resembling real stories, relying on wafer thin setups (i.e. Jerry is stealing a midnight snack, Jerry has protect work as a bodyguard for him) and vignettes to accommodate the series fast paced slapstick and pantomime.
* WesternAnimation/BettyBoop ''WesternAnimation/BettyBoop'' is an example of a cartoon series that prominently relies on the excuse plot. The films were structured like surrealistic music videos with gags and sex appeal sandwiched in.
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* WesternAnimation/TomAndJerry likewise rarely had anything resembling real stories, relying on wafer thin setups (i.e. Jerry is stealing a midnight snack, Jerry has protect work as a bodyguard for him) and vignettes to accommodate the series fast paced slapstick and pantomime.

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* {{Characters}}: It goes without saying, but even if your plot is a formality, a work with an excuse plot still needs an interesting, or at least appealing, character to carry it out.



* The Excuse Plot could leave little, or in worst case scenario, no room for strong characterization or SubText if mishandled, or alternatively, the lack of attempting characterization of spite of it could keep the work from being engaging.

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* The Excuse Plot could leave little, or in worst case scenario, no room for strong characterization characterization, character development or SubText if mishandled, or alternatively, the lack of attempting characterization of spite of it could keep the work from being engaging.
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* BeigeProse: While an excuse plot doesn't necessarily have to be simplistic, more often than not their plots can be easily summarized very concisely, often in one or two sentences at best. In example, the story of ''VideoGame/SuperMarioBros1'' can be summarized as "Bowser has kidnapped the Princess and is trying to take over the Kingdom, and Mario has to save the day!" As mentioned above, many early video games usually reserved their backstory and plots [[AllThereInTheManual for the game manual]], with the conflict [[ShowDontTell being implied or shown instead of being described]]--and when they did describe a story in-game, it was always a brief box of text, including very quick to the point summaries like [[VideoGame/BadDudes "The president has been kidnapped by ninjas. Are you a bad enough dude to rescue the president?"]]

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* BeigeProse: While an excuse plot doesn't necessarily have to be simplistic, more often than not their plots can be easily summarized very concisely, often in one or two sentences at best. In example, the story of ''VideoGame/SuperMarioBros1'' can be summarized as "Bowser has kidnapped the Princess and is trying to take over the Kingdom, and Mario has to save the day!" As mentioned above, many early video games usually reserved their backstory and plots [[AllThereInTheManual for the game manual]], with the conflict [[ShowDontTell being implied or shown instead of being described]]--and when they did describe a story in-game, it was almost always a brief box of text, including very quick to the point summaries like [[VideoGame/BadDudes "The president has been kidnapped by ninjas. Are you a bad enough dude to rescue the president?"]]
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* AllThereInTheManual: Often in older video games due to memory limitations, or as a preference in a more contemporary work, whatever plot the game has will usually be relegated to the manual. Racing video games frequently do this, even to this day.

to:

* AllThereInTheManual: Often in older video games due to memory limitations, or as a preference in a more contemporary work, whatever plot the game has will usually be relegated to the manual. Racing manual, or in supplemental material like novels and comic book tie-ins. Fighting and racing video games frequently do this, even to this day.
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* WritingByTheSeatOfYourPants: The Excuse Plot can lend itself well to improvisating elements inside of a work, especially if it's a comedy.
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While the very purpose of the Excuse Plot is ephemeral, it can lend itself well to a broad variety of plots. Some of the more popular ways to use it include:
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* LampshadeHanging: If a work is comedic and self aware, it could [[SelfDeprecation outright mock how irrelevant its own plot is for a laugh.]] For example, the first VideoGame/DonkeyKongCountry had [[FourthWallObserver Cranky Kong]] poke fun at the games very simplistic plot.
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* SilenceIsGolden: The Excuse Plot does not preclude the use of dialogue, but often the irrelevant nature of the story or possible lack of it can warrant having little to no dialogue for the characters, possibly allowing other elements like atmosphere and pure visual presentation to take precedent instead.
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* An excuse plot could possibly lead to a series work [[StrictlyFormula becoming formulaic.]] Even a critically acclaimed series like ''VideoGame/MegaManClassic'' (and its follow ups such as VideoGame/MegaManX) been criticized for almost always falling back on the threat of Dr. Wily and his robots (substitute with Sigma and his Mavericks in the X series) as a plotline, only being compounded by the [[HijackedByGanon increasingly transparent villain twists]] as the series ran their course.

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* An excuse plot could possibly lead to a series work [[StrictlyFormula becoming formulaic.]] Even a critically acclaimed series like ''VideoGame/MegaManClassic'' (and its follow ups such as VideoGame/MegaManX) have been criticized for almost always falling back on the threat of Dr. Wily and his robots (substitute with Sigma and his Mavericks in the X series) as a plotline, only being compounded by the [[HijackedByGanon increasingly transparent villain twists]] as the series ran their course.

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* An excuse plot could possibly lead to a series work [[StrictlyFormula becoming formulaic.]] Even a critically acclaimed series like ''VideoGame/MegaManClassic'' has been criticized for almost always falling back on the threat of Dr. Wily and his robots as a plotline, only being compounded by the [[HijackedByGanon increasingly transparent villain twists]] as the series ran its course.

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* An excuse plot could possibly lead to a series work [[StrictlyFormula becoming formulaic.]] Even a critically acclaimed series like ''VideoGame/MegaManClassic'' has (and its follow ups such as VideoGame/MegaManX) been criticized for almost always falling back on the threat of Dr. Wily and his robots (substitute with Sigma and his Mavericks in the X series) as a plotline, only being compounded by the [[HijackedByGanon increasingly transparent villain twists]] as the series ran its their course.



* ''Film/SpaceJam'' is a film that has been strongly criticized for this. The plot itself (WesternAnimation/BugsBunny and co. are forced to [[MakesJustAsMuchSenseInContext team up with Michael Jordon to challenge aliens to a basketball game to save them from being enslaved in an alien amusement park]]) is an obvious vehicle for Jordan's comeback into basketball at the time, with the Looney Tunes sandwiched in for marque value--not to mention that the film itself was literally based on a series of sneaker commercials starring the Looney Tunes [[MerchandiseDriven shilling Air Jordan shoes]]. Creator/ChuckJones also criticized the film's plot, pointing out that Bugs could have [[IdiotPlot easily resolved the conflict in mere minutes]] [[BadassDecay if he had acted like he did in the original cartoons.]]

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* ''Film/SpaceJam'' is a film that has been strongly criticized for this. The plot itself (WesternAnimation/BugsBunny and co. are forced to [[MakesJustAsMuchSenseInContext team up with Michael Jordon to challenge aliens to a basketball game to save them from being enslaved in an alien amusement park]]) is an obvious vehicle for Jordan's comeback into basketball at the time, with the Looney Tunes sandwiched in for marque value--not to mention that the film itself was literally based on a series of sneaker commercials starring the Looney Tunes [[MerchandiseDriven shilling Air Jordan shoes]]. Creator/ChuckJones also criticized the film's plot, pointing out that Bugs could have [[IdiotPlot easily resolved the conflict in mere minutes]] [[BadassDecay if he had acted like he did in the original cartoons.]]]]
* This trope is one of the (many) reasons why Soulstorm, the third VideoGame/DawnOfWar expansion, is so despised. While the previous three campaigns possessed fairly intricate stories with detailed characters (though Dark Crusade was pushing it), Soulstorm's campaign is "a NegativeSpaceWedgie attracts nearly every faction in the galaxy to a single system. They fight".
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* BeigeProse: While an excuse plot doesn't necessarily have to be simplistic, more often than not their plots can be easily summarized very concisely, often in one or two sentences at best. In example, the story of ''VideoGame/SuperMarioBros1'' can be summarized as "Bowser has kidnapped the Princess and is trying to take over the Kingdom, and Mario has to save the day!" Many early video games usually reserved their backstory and plots [[AllThereInTheManual for the game manual]], with the conflict [[ShowDontTell being implied or shown instead of being described]]--and when they did describe a story in-game, it was always a brief box of text, including very quick to the point summaries like [[VideoGame/BadDudes "The president has been kidnapped by ninjas. Are you a bad enough dude to rescue the president?"]]

to:

* BeigeProse: While an excuse plot doesn't necessarily have to be simplistic, more often than not their plots can be easily summarized very concisely, often in one or two sentences at best. In example, the story of ''VideoGame/SuperMarioBros1'' can be summarized as "Bowser has kidnapped the Princess and is trying to take over the Kingdom, and Mario has to save the day!" Many As mentioned above, many early video games usually reserved their backstory and plots [[AllThereInTheManual for the game manual]], with the conflict [[ShowDontTell being implied or shown instead of being described]]--and when they did describe a story in-game, it was always a brief box of text, including very quick to the point summaries like [[VideoGame/BadDudes "The president has been kidnapped by ninjas. Are you a bad enough dude to rescue the president?"]]
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None



to:

* AllThereInTheManual: Often in older video games due to memory limitations, or as a preference in a more contemporary work, whatever plot the game has will usually be relegated to the manual. Racing video games frequently do this, even to this day.
Is there an issue? Send a MessageReason:
None


* An excuse plot could possibly lead to a series work [[StrictlyFormula becoming formulaic.]] Even a critically acclaimed series like ''VideoGame/MegaManClassic'' has been criticized for almost always falling back on the threat of Dr. Wily and his robots as a plotline.

to:

* An excuse plot could possibly lead to a series work [[StrictlyFormula becoming formulaic.]] Even a critically acclaimed series like ''VideoGame/MegaManClassic'' has been criticized for almost always falling back on the threat of Dr. Wily and his robots as a plotline. plotline, only being compounded by the [[HijackedByGanon increasingly transparent villain twists]] as the series ran its course.
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->''"An idea has no worth at all without believable characters to implement it; a plot without characters is like a tennis court without players. WesternAnimation/DaffyDuck is to a ComicStrip/BuckRogers [[WesternAnimation/DuckDodgers story]] what John [=McEnroe=] was to tennis. Personality. That is the key, the drum, the fife. Forget the plot. Can you remember, or care to remember, the plot of any great comedy? [[Creator/CharlieChaplin Chaplin?]] [[Creator/WoodyAllen Woody Allen?]] [[Creator/MarxBrothers The Marx Brothers?]]"''

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->''"An -->''"An idea has no worth at all without believable characters to implement it; a plot without characters is like a tennis court without players. WesternAnimation/DaffyDuck is to a ComicStrip/BuckRogers [[WesternAnimation/DuckDodgers story]] what John [=McEnroe=] was to tennis. Personality. That is the key, the drum, the fife. Forget the plot. Can you remember, or care to remember, the plot of any great comedy? [[Creator/CharlieChaplin Chaplin?]] [[Creator/WoodyAllen Woody Allen?]] [[Creator/MarxBrothers The Marx Brothers?]]"''

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* Disney's ''Disney/TheJungleBook'' is acclaimed as a legitimate animated feature classic, even though its plot is wafer thin. Creator/WaltDisney specifically told the story artists to not read or follow the book, and even chewed them out when they had concerns over the simplistic story, saying the characters and entertainment were more important. Animator and story artist Floyd Norman, who worked on the film, [[http://floydnormancom.squarespace.com/blog/2015/5/5/requiem-for-a-gagman summed it up on his blog]]:
->''"With Pixar's string of successful movies it became popular among animation buffs to quote the familiar mantra, story, story, story. But, I remember it was no less than Walt Disney himself who chewed us out back during the development of "The Jungle Book." Because we thought we had legitimate concerns about the films' simple plot line. Well, we caught the wrath of the Old Maestro head on. "You guys worry too much about the story," Walt shouted. "Just give me some good stuff." And, what was that good stuff Walt Disney was talking about, you ask? Fun, humor, entertainment. In a word, Walt was speaking of gags. "The Jungle Book" didn't need a more involved story line because we already had great characters to work with. Let the humor come out of the situation, the characters, and the story will take care of itself."''

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* Despite his acclaim as a master storyteller and his legendary reputation for having anal-retentive attention to detail in his films, Creator/WaltDisney firmly believed in using the Excuse Plot in both his short cartoons and feature films, even as early as his WesternAnimation/OswaldTheLuckyRabbit cartoons. To him, gags based on character motivation and context were what really mattered. Two of his top animators, [[Creator/DisneysNineOldMen Frank Thomas and Ollie Johnston]], verify this early in their book "Too Funny For Words: Disney's Greatest Sight Gags";
-->"At that time, however, even the distributors were questioning whether gags were enough to sustain a whole film and they started asking for more story. Walt, the greatest of storytellers, reacted in a surprising way. "By the time you have a story really started," he said, "it is time to iris out (end the picture), and you have failed to make the audience laugh." Obviously, in Walt's mind, the first priority in any film was the laughter, and too much story quickly became tedious. He never forgot that point throughout his whole life, constantly shying away from projects that had more continuity than entertainment."
**
Disney's ''Disney/TheJungleBook'' is acclaimed as a legitimate animated feature classic, even though its plot is wafer thin. Creator/WaltDisney specifically told the story artists to not read or follow the book, and even chewed them out when they had concerns over the simplistic story, saying the characters and entertainment were more important. Animator and story artist Floyd Norman, who worked on the film, [[http://floydnormancom.squarespace.com/blog/2015/5/5/requiem-for-a-gagman summed it up on his blog]]:
->''"With -->''"With Pixar's string of successful movies it became popular among animation buffs to quote the familiar mantra, story, story, story. But, I remember it was no less than Walt Disney himself who chewed us out back during the development of "The Jungle Book." Because we thought we had legitimate concerns about the films' simple plot line. Well, we caught the wrath of the Old Maestro head on. "You guys worry too much about the story," Walt shouted. "Just give me some good stuff." And, what was that good stuff Walt Disney was talking about, you ask? Fun, humor, entertainment. In a word, Walt was speaking of gags. "The Jungle Book" didn't need a more involved story line because we already had great characters to work with. Let the humor come out of the situation, the characters, and the story will take care of itself."''
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* The Excuse Plot could leave little, or in worst case scenario, no room for strong characterization or SubText.

to:

* The Excuse Plot could leave little, or in worst case scenario, no room for strong characterization or SubText. SubText if mishandled, or alternatively, the lack of attempting characterization of spite of it could keep the work from being engaging.
Is there an issue? Send a MessageReason:
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Added DiffLines:

Are you tired of spending hours and hours wanting to write the next great American work? Do you just want to kick back and have the main idea set up as quickly as possible so you can get to the details, or use it to showcase the special effects or newest gimmick of the week? Wait no further; we'll show you how to do just that, with the tried and true ExcusePlot!

!'''Necessary Tropes'''

Most Excuse Plots rely on the following tropes:

* BeigeProse: While an excuse plot doesn't necessarily have to be simplistic, more often than not their plots can be easily summarized very concisely, often in one or two sentences at best. In example, the story of ''VideoGame/SuperMarioBros1'' can be summarized as "Bowser has kidnapped the Princess and is trying to take over the Kingdom, and Mario has to save the day!" Many early video games usually reserved their backstory and plots [[AllThereInTheManual for the game manual]], with the conflict [[ShowDontTell being implied or shown instead of being described]]--and when they did describe a story in-game, it was always a brief box of text, including very quick to the point summaries like [[VideoGame/BadDudes "The president has been kidnapped by ninjas. Are you a bad enough dude to rescue the president?"]]
* ComeForTheXStayForTheY
* DancingBear: Often, an Excuse Plot serves as a backdrop for a gimmick that a work is built around.
* TheEveryman: Because the ExcusePlot can potentially leave little room for characterization, characters in some works using them tend to be either one note or simplistic in personality due to this.
* PizzaBoySpecialDelivery
* RuleOfFun / RuleOfFunny: Often, a work relies on an excuse plot simply because the work doesn't warrant or need anything more elaborate.
* {{Spectacle}}: Many, many movies and video games rely on this to hold audience interest, with the story being a setup for these grandiose centerpieces.

!'''Choices, Choices'''

* Why use the excuse plot in favor of a richer, more involved narrative? In some cases, it's simply because a work doesn't warrant anything more than that, and in some cases, anything more elaborate could actually be a detriment to the work.
** Creator/ShigeruMiyamoto cites this as a reason why he doesn't allow the VideoGame/SuperMarioBros series to have plots more elaborate than its basic "Save Peach and defeat Bowser!" stories--he felt that anything beyond that would just get in the way of the lighthearted tone and gameplay of the series. While he's not against having games with richer narratives (his own series, ''VideoGame/TheLegendOfZelda'', certainly does not rely on the Excuse Plot) he feels some works simply don't warrant elaborate stories.
** VideoGame/{{Doom}} co-creator Creator/JohnCarmack likewise has similar feelings about narratives in a game. Likewise, the ''Doom'' series relies on basic survival horror plots that serve as an excuse to shoot the crap out of the legions of hell.
-->''“Story in a game is like a story in a porn movie. It’s expected to be there, but it’s not that important.”''
** Creator/JohnKricfalusi likewise [[http://johnkstuff.blogspot.com/2007/03/writing-for-cartoons-1.html discusses]] [[Blog/JohnKStuff on his blog]] that this kind of narrative works better for a humorous work like a comedic cartoon.
-->"If you like a cartoon, you might say: "I liked that, therefore it was a good story." Sometimes maybe it is, but story is not the main ingredient of entertainment. Sensations are. I've never heard anyone say, "Boy that was a great dance. I wonder who wrote it." or "Who wrote this ice cream?" These make about as much sense as "That cartoon made me laugh, therefore it was a good story." Most pleasures are not derived from story. In entertainment, story can certainly be an ingredient of the experience, but it isn't entirely necessary and it's only one of many possible things that are fun to watch, listen to and experience. I use drawing, acting, animation, sound effects, music, voice acting and every possible type of entertainment tool I have at my disposal to try to amuse the audience."
** The WriteAWesternRPG guide mentions that most DungeonCrawler-type RPGs have excuse plots so the player can focus on looting and grinding.

!'''Pitfalls'''
* As noted on the main page, an ExcusePlot does ''not'' imply that it is inherently a badly written, stupid or even necessarily a skimpy or cliche story. To qualify as an excuse plot, its purpose obviously has to be a formality, an excuse to showcase something else in a work.
* An excuse plot could possibly lead to a series work [[StrictlyFormula becoming formulaic.]] Even a critically acclaimed series like ''VideoGame/MegaManClassic'' has been criticized for almost always falling back on the threat of Dr. Wily and his robots as a plotline.
* The Excuse Plot could leave little, or in worst case scenario, no room for strong characterization or SubText.
* It can also be hard to introduce an excuse plot into an entry in a series that is otherwise known for not having them.
* It also has to be noted that an ExcusePlot is still a plot; it is not the total absence of a plot both in the work [[AllThereInTheManual or in supplements to a work]]--that would be NoPlotNoProblem.

!'''Potential Subversions'''

* The game or work could have an engaging, rich backstory that is relevant to the overall experience, [[PlayTheGameSkipTheStory but it can be overlooked or skipped]] in favor of the rest of the works content.
* The work might [[NoPlotNoProblem not even bother with anything resembling a plot.]]
* The work might start out with an Excuse Plot, but as it goes on its story pertains more and more relevance to whats going on.

!'''Writers' Lounge'''

!!'''Suggested Themes and Aesops'''

* BlackAndWhiteMorality: The Excuse Plot often relies on this in video games, simply because it makes for a convenient, clear cut conflict in a game where your goal is to defeat a bad guy and his legion of mooks.
* WholePlotReference: Comedic parodies of a work tend to rely on this, since the focus obviously isn't the story itself, but to make fun of its content.

!!'''Suggested Plots'''
* Literature/TheSevenBasicPlots: The "Overcoming the Monster" and "The Quest" stock plots lend themselves very well to an excuse plot. For this reason, they are used ad nauseum in video games, especially older ones.
* ExtremeSportExcusePlot
* SaveThePrincess: Such a common excuse plot, that it's considered a SubTrope of it.

!'''Extra Credit'''
!!'''The Greats'''
* The pioneering films of Creator/GeorgesMelies used paper thin setups for their stories (i.e. an astronomer is having a nightmare in "The Astronomer's Dream") as a means of showing off his imaginative and revolutionary special effects work.
* ''Franchise/SuperMarioBros'': The main video games only sporadically have any story more elaborate or unique than the tried-and-true "Rescue Princess Peach and defeat Bowser!" formula. This is intentional on the part of Creator/ShigeruMiyamoto, who believes Mario doesn't need rich stories because they would just get in the way of the gameplay.
* ''WesternAnimation/LooneyTunes'' never relied on anything more than very basic setups and conflicts for their stories, which went hand in hand with their fast paced slapstick comedy, which was the real meat of the cartoons entertainment. One of their directors, Creator/ChuckJones, even explained why they did this in his biography "Chuck Amuck";
->''"An idea has no worth at all without believable characters to implement it; a plot without characters is like a tennis court without players. WesternAnimation/DaffyDuck is to a ComicStrip/BuckRogers [[WesternAnimation/DuckDodgers story]] what John [=McEnroe=] was to tennis. Personality. That is the key, the drum, the fife. Forget the plot. Can you remember, or care to remember, the plot of any great comedy? [[Creator/CharlieChaplin Chaplin?]] [[Creator/WoodyAllen Woody Allen?]] [[Creator/MarxBrothers The Marx Brothers?]]"''
* WesternAnimation/BettyBoop is an example of a cartoon series that prominently relies on the excuse plot. The films were structured like surrealistic music videos with gags and sex appeal sandwiched in.
* Disney's ''Disney/TheJungleBook'' is acclaimed as a legitimate animated feature classic, even though its plot is wafer thin. Creator/WaltDisney specifically told the story artists to not read or follow the book, and even chewed them out when they had concerns over the simplistic story, saying the characters and entertainment were more important. Animator and story artist Floyd Norman, who worked on the film, [[http://floydnormancom.squarespace.com/blog/2015/5/5/requiem-for-a-gagman summed it up on his blog]]:
->''"With Pixar's string of successful movies it became popular among animation buffs to quote the familiar mantra, story, story, story. But, I remember it was no less than Walt Disney himself who chewed us out back during the development of "The Jungle Book." Because we thought we had legitimate concerns about the films' simple plot line. Well, we caught the wrath of the Old Maestro head on. "You guys worry too much about the story," Walt shouted. "Just give me some good stuff." And, what was that good stuff Walt Disney was talking about, you ask? Fun, humor, entertainment. In a word, Walt was speaking of gags. "The Jungle Book" didn't need a more involved story line because we already had great characters to work with. Let the humor come out of the situation, the characters, and the story will take care of itself."''

!!'''The Epic Fails'''
* ''Film/SpaceJam'' is a film that has been strongly criticized for this. The plot itself (WesternAnimation/BugsBunny and co. are forced to [[MakesJustAsMuchSenseInContext team up with Michael Jordon to challenge aliens to a basketball game to save them from being enslaved in an alien amusement park]]) is an obvious vehicle for Jordan's comeback into basketball at the time, with the Looney Tunes sandwiched in for marque value--not to mention that the film itself was literally based on a series of sneaker commercials starring the Looney Tunes [[MerchandiseDriven shilling Air Jordan shoes]]. Creator/ChuckJones also criticized the film's plot, pointing out that Bugs could have [[IdiotPlot easily resolved the conflict in mere minutes]] [[BadassDecay if he had acted like he did in the original cartoons.]]

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